#include #include #include "glheader.h" #include "macros.h" #include "mtypes.h" #include "enums.h" #include "colortab.h" #include "convolve.h" #include "context.h" #include "simple_list.h" #include "texcompress.h" #include "texformat.h" #include "texobj.h" #include "texstore.h" #include "intel_context.h" #include "intel_mipmap_tree.h" #include "intel_buffer_objects.h" #include "intel_batchbuffer.h" #include "intel_tex.h" #include "intel_ioctl.h" #include "intel_blit.h" #define FILE_DEBUG_FLAG DEBUG_TEXTURE /* Functions to store texture images. Where possible, mipmap_tree's * will be created or further instantiated with image data, otherwise * images will be stored in malloc'd memory. A validation step is * required to pull those images into a mipmap tree, or otherwise * decide a fallback is required. */ static int logbase2(int n) { GLint i = 1; GLint log2 = 0; while (n > i) { i *= 2; log2++; } return log2; } /* Otherwise, store it in memory if (Border != 0) or (any dimension == * 1). * * Otherwise, if max_level >= level >= min_level, create tree with * space for textures from min_level down to max_level. * * Otherwise, create tree with space for textures from (level * 0)..(1x1). Consider pruning this tree at a validation if the * saving is worth it. */ static void guess_and_alloc_mipmap_tree(struct intel_context *intel, struct intel_texture_object *intelObj, struct intel_texture_image *intelImage) { GLuint firstLevel; GLuint lastLevel; GLuint width = intelImage->base.Width; GLuint height = intelImage->base.Height; GLuint depth = intelImage->base.Depth; GLuint l2width, l2height, l2depth; GLuint i, comp_byte = 0; DBG("%s\n", __FUNCTION__); if (intelImage->base.Border) return; if (intelImage->level > intelObj->base.BaseLevel && (intelImage->base.Width == 1 || (intelObj->base.Target != GL_TEXTURE_1D && intelImage->base.Height == 1) || (intelObj->base.Target == GL_TEXTURE_3D && intelImage->base.Depth == 1))) return; /* If this image disrespects BaseLevel, allocate from level zero. * Usually BaseLevel == 0, so it's unlikely to happen. */ if (intelImage->level < intelObj->base.BaseLevel) firstLevel = 0; else firstLevel = intelObj->base.BaseLevel; /* Figure out image dimensions at start level. */ for (i = intelImage->level; i > firstLevel; i--) { width <<= 1; if (height != 1) height <<= 1; if (depth != 1) depth <<= 1; } /* Guess a reasonable value for lastLevel. This is probably going * to be wrong fairly often and might mean that we have to look at * resizable buffers, or require that buffers implement lazy * pagetable arrangements. */ if ((intelObj->base.MinFilter == GL_NEAREST || intelObj->base.MinFilter == GL_LINEAR) && intelImage->level == firstLevel) { lastLevel = firstLevel; } else { l2width = logbase2(width); l2height = logbase2(height); l2depth = logbase2(depth); lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); } assert(!intelObj->mt); if (intelImage->base.IsCompressed) comp_byte = intel_compressed_num_bytes(intelImage->base.TexFormat->MesaFormat); intelObj->mt = intel_miptree_create(intel, intelObj->base.Target, intelImage->base.InternalFormat, firstLevel, lastLevel, width, height, depth, intelImage->base.TexFormat->TexelBytes, comp_byte); DBG("%s - success\n", __FUNCTION__); } static GLuint target_to_face(GLenum target) { switch (target) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB: return ((GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X); default: return 0; } } /* There are actually quite a few combinations this will work for, * more than what I've listed here. */ static GLboolean check_pbo_format(GLint internalFormat, GLenum format, GLenum type, const struct gl_texture_format *mesa_format) { switch (internalFormat) { case 4: case GL_RGBA: return (format == GL_BGRA && (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) && mesa_format == &_mesa_texformat_argb8888); case 3: case GL_RGB: return (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5 && mesa_format == &_mesa_texformat_rgb565); case GL_YCBCR_MESA: return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); default: return GL_FALSE; } } /* XXX: Do this for TexSubImage also: */ static GLboolean try_pbo_upload(struct intel_context *intel, struct intel_texture_image *intelImage, const struct gl_pixelstore_attrib *unpack, GLint internalFormat, GLint width, GLint height, GLenum format, GLenum type, const void *pixels) { struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); GLuint src_offset, src_stride; GLuint dst_offset, dst_stride; if (!pbo || intel->ctx._ImageTransferState || unpack->SkipPixels || unpack->SkipRows) { _mesa_printf("%s: failure 1\n", __FUNCTION__); return GL_FALSE; } src_offset = (GLuint) pixels; if (unpack->RowLength > 0) src_stride = unpack->RowLength; else src_stride = width; dst_offset = intel_miptree_image_offset(intelImage->mt, intelImage->face, intelImage->level); dst_stride = intelImage->mt->pitch; intelFlush(&intel->ctx); LOCK_HARDWARE(intel); { dri_bo *src_buffer = intel_bufferobj_buffer(intel, pbo, INTEL_READ); dri_bo *dst_buffer = intel_region_buffer(intel->intelScreen, intelImage->mt->region, INTEL_WRITE_FULL); intelEmitCopyBlit(intel, intelImage->mt->cpp, src_stride, src_buffer, src_offset, dst_stride, dst_buffer, dst_offset, 0, 0, 0, 0, width, height, GL_COPY); intel_batchbuffer_flush(intel->batch); } UNLOCK_HARDWARE(intel); return GL_TRUE; } static GLboolean try_pbo_zcopy(struct intel_context *intel, struct intel_texture_image *intelImage, const struct gl_pixelstore_attrib *unpack, GLint internalFormat, GLint width, GLint height, GLenum format, GLenum type, const void *pixels) { struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); GLuint src_offset, src_stride; GLuint dst_offset, dst_stride; if (!pbo || intel->ctx._ImageTransferState || unpack->SkipPixels || unpack->SkipRows) { _mesa_printf("%s: failure 1\n", __FUNCTION__); return GL_FALSE; } src_offset = (GLuint) pixels; if (unpack->RowLength > 0) src_stride = unpack->RowLength; else src_stride = width; dst_offset = intel_miptree_image_offset(intelImage->mt, intelImage->face, intelImage->level); dst_stride = intelImage->mt->pitch; if (src_stride != dst_stride || dst_offset != 0 || src_offset != 0) { _mesa_printf("%s: failure 2\n", __FUNCTION__); return GL_FALSE; } intel_region_attach_pbo(intel->intelScreen, intelImage->mt->region, pbo); return GL_TRUE; } static void intelTexImage(GLcontext * ctx, GLint dims, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLsizei imageSize, int compressed) { struct intel_context *intel = intel_context(ctx); struct intel_texture_object *intelObj = intel_texture_object(texObj); struct intel_texture_image *intelImage = intel_texture_image(texImage); GLint postConvWidth = width; GLint postConvHeight = height; GLint texelBytes, sizeInBytes; GLuint dstRowStride; DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); intelFlush(ctx); intelImage->face = target_to_face(target); intelImage->level = level; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, &postConvHeight); } /* choose the texture format */ texImage->TexFormat = intelChooseTextureFormat(ctx, internalFormat, format, type); _mesa_set_fetch_functions(texImage, dims); if (texImage->TexFormat->TexelBytes == 0) { /* must be a compressed format */ texelBytes = 0; texImage->IsCompressed = GL_TRUE; texImage->CompressedSize = ctx->Driver.CompressedTextureSize(ctx, texImage->Width, texImage->Height, texImage->Depth, texImage->TexFormat->MesaFormat); } else { texelBytes = texImage->TexFormat->TexelBytes; /* Minimum pitch of 32 bytes */ if (postConvWidth * texelBytes < 32) { postConvWidth = 32 / texelBytes; texImage->RowStride = postConvWidth; } assert(texImage->RowStride == postConvWidth); } /* Release the reference to a potentially orphaned buffer. * Release any old malloced memory. */ if (intelImage->mt) { intel_miptree_release(intel, &intelImage->mt); assert(!texImage->Data); } else if (texImage->Data) { _mesa_align_free(texImage->Data); } /* If this is the only texture image in the tree, could call * bmBufferData with NULL data to free the old block and avoid * waiting on any outstanding fences. */ if (intelObj->mt && intelObj->mt->first_level == level && intelObj->mt->last_level == level && intelObj->mt->target != GL_TEXTURE_CUBE_MAP_ARB && !intel_miptree_match_image(intelObj->mt, &intelImage->base, intelImage->face, intelImage->level)) { DBG("release it\n"); intel_miptree_release(intel, &intelObj->mt); assert(!intelObj->mt); } if (!intelObj->mt) { guess_and_alloc_mipmap_tree(intel, intelObj, intelImage); if (!intelObj->mt) { DBG("guess_and_alloc_mipmap_tree: failed\n"); } } assert(!intelImage->mt); if (intelObj->mt && intel_miptree_match_image(intelObj->mt, &intelImage->base, intelImage->face, intelImage->level)) { intel_miptree_reference(&intelImage->mt, intelObj->mt); assert(intelImage->mt); } if (!intelImage->mt) DBG("XXX: Image did not fit into tree - storing in local memory!\n"); /* PBO fastpaths: */ if (dims <= 2 && intelImage->mt && intel_buffer_object(unpack->BufferObj) && check_pbo_format(internalFormat, format, type, intelImage->base.TexFormat)) { DBG("trying pbo upload\n"); /* Attempt to texture directly from PBO data (zero copy upload). * * Currently disable as it can lead to worse as well as better * performance (in particular when intel_region_cow() is * required). */ if (intelObj->mt == intelImage->mt && intelObj->mt->first_level == level && intelObj->mt->last_level == level) { if (try_pbo_zcopy(intel, intelImage, unpack, internalFormat, width, height, format, type, pixels)) { DBG("pbo zcopy upload succeeded\n"); return; } } /* Otherwise, attempt to use the blitter for PBO image uploads. */ if (try_pbo_upload(intel, intelImage, unpack, internalFormat, width, height, format, type, pixels)) { DBG("pbo upload succeeded\n"); return; } DBG("pbo upload failed\n"); } /* intelCopyTexImage calls this function with pixels == NULL, with * the expectation that the mipmap tree will be set up but nothing * more will be done. This is where those calls return: */ if (compressed) { pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, unpack, "glCompressedTexImage"); } else { pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, format, type, pixels, unpack, "glTexImage"); } if (!pixels) return; if (intelImage->mt) intel_region_idle(intel->intelScreen, intelImage->mt->region); LOCK_HARDWARE(intel); if (intelImage->mt) { texImage->Data = intel_miptree_image_map(intel, intelImage->mt, intelImage->face, intelImage->level, &dstRowStride, intelImage->base.ImageOffsets); } else { /* Allocate regular memory and store the image there temporarily. */ if (texImage->IsCompressed) { sizeInBytes = texImage->CompressedSize; dstRowStride = _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); assert(dims != 3); } else { dstRowStride = postConvWidth * texelBytes; sizeInBytes = depth * dstRowStride * postConvHeight; } texImage->Data = malloc(sizeInBytes); } DBG("Upload image %dx%dx%d row_len %x " "pitch %x\n", width, height, depth, width * texelBytes, dstRowStride); /* Copy data. Would like to know when it's ok for us to eg. use * the blitter to copy. Or, use the hardware to do the format * conversion and copy: */ if (compressed) { memcpy(texImage->Data, pixels, imageSize); } else if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texImage->Data, 0, 0, 0, /* dstX/Y/Zoffset */ dstRowStride, texImage->ImageOffsets, width, height, depth, format, type, pixels, unpack)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); } _mesa_unmap_teximage_pbo(ctx, unpack); if (intelImage->mt) { intel_miptree_image_unmap(intel, intelImage->mt); texImage->Data = NULL; } UNLOCK_HARDWARE(intel); #if 0 /* GL_SGIS_generate_mipmap -- this can be accelerated now. */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { intel_generate_mipmap(ctx, target, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } #endif } void intelTexImage3D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 3, target, level, internalFormat, width, height, depth, border, format, type, pixels, unpack, texObj, texImage, 0, 0); } void intelTexImage2D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, format, type, pixels, unpack, texObj, texImage, 0, 0); } void intelTexImage1D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intelTexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border, format, type, pixels, unpack, texObj, texImage, 0, 0); } void intelCompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { intelTexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); } /** * Need to map texture image into memory before copying image data, * then unmap it. */ static void intel_get_tex_image(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage, int compressed) { struct intel_context *intel = intel_context(ctx); struct intel_texture_image *intelImage = intel_texture_image(texImage); /* Map */ if (intelImage->mt) { /* Image is stored in hardware format in a buffer managed by the * kernel. Need to explicitly map and unmap it. */ intelImage->base.Data = intel_miptree_image_map(intel, intelImage->mt, intelImage->face, intelImage->level, &intelImage->base.RowStride, intelImage->base.ImageOffsets); intelImage->base.RowStride /= intelImage->mt->cpp; } else { /* Otherwise, the image should actually be stored in * intelImage->base.Data. This is pretty confusing for * everybody, I'd much prefer to separate the two functions of * texImage->Data - storage for texture images in main memory * and access (ie mappings) of images. In other words, we'd * create a new texImage->Map field and leave Data simply for * storage. */ assert(intelImage->base.Data); } if (compressed) { _mesa_get_compressed_teximage(ctx, target, level, pixels, texObj, texImage); } else { _mesa_get_teximage(ctx, target, level, format, type, pixels, texObj, texImage); } /* Unmap */ if (intelImage->mt) { intel_miptree_image_unmap(intel, intelImage->mt); intelImage->base.Data = NULL; } } void intelGetTexImage(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { intel_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage, 0); } void intelGetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, GLvoid *pixels, const struct gl_texture_object *texObj, const struct gl_texture_image *texImage) { intel_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage, 1); } void intelSetTexOffset(__DRIcontext *pDRICtx, GLint texname, unsigned long long offset, GLint depth, GLuint pitch) { struct intel_context *intel = (struct intel_context*) ((__DRIcontextPrivate*)pDRICtx->private)->driverPrivate; struct gl_texture_object *tObj = _mesa_lookup_texture(&intel->ctx, texname); struct intel_texture_object *intelObj = intel_texture_object(tObj); if (!intelObj) return; if (intelObj->mt) intel_miptree_release(intel, &intelObj->mt); intelObj->imageOverride = GL_TRUE; intelObj->depthOverride = depth; intelObj->pitchOverride = pitch; if (offset) intelObj->textureOffset = offset; }